layout (std140) uniform FillDrawableUBO { highp mat4 u_matrix; // Interpolations highp float u_color_t; highp float u_opacity_t; lowp float drawable_pad1; lowp float drawable_pad2; }; layout (std140) uniform FillEvaluatedPropsUBO { highp vec4 u_color; highp vec4 u_outline_color; highp float u_opacity; highp float u_fade; highp float u_from_scale; highp float u_to_scale; }; layout (location = 0) in vec2 a_pos; #pragma mapbox: define highp vec4 color #pragma mapbox: define lowp float opacity void main() { #pragma mapbox: initialize highp vec4 color #pragma mapbox: initialize lowp float opacity gl_Position = u_matrix * vec4(a_pos, 0, 1); }